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General Tabletop Discussion
*Pathfinder & Starfinder
The swinginess of low levels.
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<blockquote data-quote="ComradeGnull" data-source="post: 5952796" data-attributes="member: 6685694"><p>"Combat swinginess" to me is one of the fundamental things that needs to be module-able for D&D NeXt to satisfy people. </p><p></p><p>People who invest a ton of time in developing level one characters or who want a run-and-gun style of play don't want to die every time they tear off a hangnail. People who want the 1e style of cautious exploratory play don't want mindlessly charging a pack of orcs to be a valid survival strategy. Some people (myself included) will want a middle ground, where combat has risks but every hit is not a potential kill.</p><p></p><p>The playtest seems to be aiming for that middle ground- HP totals are lower than 4e, but higher than 1/2e. We've been told that damage is going to scale up more at higher levels for everyone- casters and non-casters, PC's and NPC's.</p><p></p><p>Seems then that tweaking starting/per level HP would make more sense as being the 'dial' that can be used to tune combat danger, rather than trying to ad-hoc change elements of combat without knowing how it will affect future damage scaling.</p><p></p><p>You could have:</p><p>Super dangerous/swingy: Random lvl 1 HD + Con bonus</p><p>Slightly Swingy: Max HD @ lvl 1 + Con Bonus</p><p>More Survivable: Con Score + lvl 1 HD</p><p>Super Survivable: Con Score + max lvl1 HD</p><p></p><p>That determines how dangerous combat is at level one, which probably has the most immediate impact on the 'feel' of the game- the survival is success vs. expectation. Scaling- do you gain a maxed die, a random die, a bonus, a fixed number of HP, etc.- can determine whether you preserve that feel at higher level or move into a more or less deadly combat regime as you advance.</p><p></p><p>If you look at 1/2/3/4e, Pathfinder, E6, etc., there have been variant HP starting and development schemes for nearly all of them. Provides a significant change in how dangerous combat is, especially at lower level, without really changing much else about the game.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5952796, member: 6685694"] "Combat swinginess" to me is one of the fundamental things that needs to be module-able for D&D NeXt to satisfy people. People who invest a ton of time in developing level one characters or who want a run-and-gun style of play don't want to die every time they tear off a hangnail. People who want the 1e style of cautious exploratory play don't want mindlessly charging a pack of orcs to be a valid survival strategy. Some people (myself included) will want a middle ground, where combat has risks but every hit is not a potential kill. The playtest seems to be aiming for that middle ground- HP totals are lower than 4e, but higher than 1/2e. We've been told that damage is going to scale up more at higher levels for everyone- casters and non-casters, PC's and NPC's. Seems then that tweaking starting/per level HP would make more sense as being the 'dial' that can be used to tune combat danger, rather than trying to ad-hoc change elements of combat without knowing how it will affect future damage scaling. You could have: Super dangerous/swingy: Random lvl 1 HD + Con bonus Slightly Swingy: Max HD @ lvl 1 + Con Bonus More Survivable: Con Score + lvl 1 HD Super Survivable: Con Score + max lvl1 HD That determines how dangerous combat is at level one, which probably has the most immediate impact on the 'feel' of the game- the survival is success vs. expectation. Scaling- do you gain a maxed die, a random die, a bonus, a fixed number of HP, etc.- can determine whether you preserve that feel at higher level or move into a more or less deadly combat regime as you advance. If you look at 1/2/3/4e, Pathfinder, E6, etc., there have been variant HP starting and development schemes for nearly all of them. Provides a significant change in how dangerous combat is, especially at lower level, without really changing much else about the game. [/QUOTE]
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The swinginess of low levels.
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